Dony
King of Bugs
part 2, too big post
There are more ways how to make fights more fun.
1. you can replace the defense reducing debuff with old one increasing damage taken, and focus all debuffs on damage (increasing it or decreasing it), with the stacking debuffs i mentioned the result can be same as now or better, more rewarding and satisfying.
2. our units can have inventories where you can place items (boots, weapon, helm, chest, whatever) for example which increasing damage by 2-3 (whatever), that items can be shared between classes or specific for 1 class, can be buyed as a coin sink mechanic (new building, new AW, trader, MA) or crafted (MA) from our runes (every item will require different runes to craft), if crafted then that item can be traded with others on market with different item (1:1), if crafted then plans for every item can be won as reward in tournaments, fellowship-tournament chest rewards, events, plans could also be traded between people, and that item can then be upgraded and so on, there is plenty of ways to implement spending diamnods here, it also makes feel we upgrading our units overtime even when we waiting for new upgrade for years.
3. upgrading enemies per province in tournament can be a bit more balancing for example instead of going from Cannoneer II to Crazy Cannoneer in next province it can be mixed squad of both types, having to fight 2 crazy cannoneers and 4 cannoneer II will increase our strategic choices and if crazy cannoneer will attack first then all lower versions will do more damage, if we kill crazy ones we will take less damage, it feels satisfying, i guess you got my point, having all enemies from 1 class same level is shallow (there are some exceptions tho)
Now about few images i posted above in this thread, as i mentioned i like resistance much more, having +60% resist means that i resist 60% of damage, its simple and clear to me, thats why i used +% in defense bonus.
In my next pre battle screen i used difficulty for tournaments how i would make it, i was also thinking about another gauge which could represent likeliness of winning combat smootly a.k.a how much losses i can expect especially for auto combat (if you choose the right units of course, ignoring map layout)
In my combat tooltip on mouseover on enemy unit i used skull as minimum and maximum possible looses from that squad i am attacking, below is the current bonuses after applying all debuffs, then i used what debuffs both units have currently on them showing how long till they are gone, then i used strike back with numbers which indicate if unit can strike back or used all already, bellow is retaliation damage showing next to a skull how many of my units will die if i attack this unit (this number will be calculated from damaged squad taking into account minimum and maximum looses, resulting with potential minimum and maximum possible retaliation), bellow red line i made similar chart if that target would actually hit me, what will be the outcome, with this people can actually see who is biggest threat without knowing all ratings, advantages or disadvantages, they will just see how many of my units will die if they attack me untouched, this can help decide on who to place attack reducing debuff, initially i wanted in this tooltip to have exact damage of my unit and life of opponent, but then i realized i dont need to know that, game can calculate it for me and just show me minimum and maximum outcome.
Its clear that you can throw your rating away when both sides have debuffs on them which changes units power a lot making 5 sword rating useless.
I would also like to say that i dont like change made in last update https://beta.forum.elvenar.com/inde...of-units-in-army-camp-screen-is-missing.6775/
i find it missleading to see only possible squads i have because it is changing a lot, its different on word map and in provinces in tournament, getting more increased squad size tech doesnt help with that either, yes i can mouse hover over evey units to see the numbers, but it was much more convenient for me, before tournaments i am trying to have certain numbers of each unit, which i could see from that screen, now i just ned to hover over every unit and remember that, remembering squad sizes doesnt help me with researching new techs, that will change that numbers.
There are more ways how to make fights more fun.
1. you can replace the defense reducing debuff with old one increasing damage taken, and focus all debuffs on damage (increasing it or decreasing it), with the stacking debuffs i mentioned the result can be same as now or better, more rewarding and satisfying.
2. our units can have inventories where you can place items (boots, weapon, helm, chest, whatever) for example which increasing damage by 2-3 (whatever), that items can be shared between classes or specific for 1 class, can be buyed as a coin sink mechanic (new building, new AW, trader, MA) or crafted (MA) from our runes (every item will require different runes to craft), if crafted then that item can be traded with others on market with different item (1:1), if crafted then plans for every item can be won as reward in tournaments, fellowship-tournament chest rewards, events, plans could also be traded between people, and that item can then be upgraded and so on, there is plenty of ways to implement spending diamnods here, it also makes feel we upgrading our units overtime even when we waiting for new upgrade for years.
3. upgrading enemies per province in tournament can be a bit more balancing for example instead of going from Cannoneer II to Crazy Cannoneer in next province it can be mixed squad of both types, having to fight 2 crazy cannoneers and 4 cannoneer II will increase our strategic choices and if crazy cannoneer will attack first then all lower versions will do more damage, if we kill crazy ones we will take less damage, it feels satisfying, i guess you got my point, having all enemies from 1 class same level is shallow (there are some exceptions tho)
Now about few images i posted above in this thread, as i mentioned i like resistance much more, having +60% resist means that i resist 60% of damage, its simple and clear to me, thats why i used +% in defense bonus.
In my next pre battle screen i used difficulty for tournaments how i would make it, i was also thinking about another gauge which could represent likeliness of winning combat smootly a.k.a how much losses i can expect especially for auto combat (if you choose the right units of course, ignoring map layout)
In my combat tooltip on mouseover on enemy unit i used skull as minimum and maximum possible looses from that squad i am attacking, below is the current bonuses after applying all debuffs, then i used what debuffs both units have currently on them showing how long till they are gone, then i used strike back with numbers which indicate if unit can strike back or used all already, bellow is retaliation damage showing next to a skull how many of my units will die if i attack this unit (this number will be calculated from damaged squad taking into account minimum and maximum looses, resulting with potential minimum and maximum possible retaliation), bellow red line i made similar chart if that target would actually hit me, what will be the outcome, with this people can actually see who is biggest threat without knowing all ratings, advantages or disadvantages, they will just see how many of my units will die if they attack me untouched, this can help decide on who to place attack reducing debuff, initially i wanted in this tooltip to have exact damage of my unit and life of opponent, but then i realized i dont need to know that, game can calculate it for me and just show me minimum and maximum outcome.
Its clear that you can throw your rating away when both sides have debuffs on them which changes units power a lot making 5 sword rating useless.
I would also like to say that i dont like change made in last update https://beta.forum.elvenar.com/inde...of-units-in-army-camp-screen-is-missing.6775/
i find it missleading to see only possible squads i have because it is changing a lot, its different on word map and in provinces in tournament, getting more increased squad size tech doesnt help with that either, yes i can mouse hover over evey units to see the numbers, but it was much more convenient for me, before tournaments i am trying to have certain numbers of each unit, which i could see from that screen, now i just ned to hover over every unit and remember that, remembering squad sizes doesnt help me with researching new techs, that will change that numbers.